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Skills in Abyssia
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Skills In Abyssia

Skills are part of the basic makeup of character creation. They define how the character interacts and reacts to their environment, and vice-versa.  A Thief would need to have some degrees of stealth and awareness to be able to pickpocket successfully.  Magic users could not Cast if they didn't know how to bring the elements they had so diligently studied together. Without any skills, most characters would be completely useless.

You may wish to define your character with their own set of skills but it is recommended that you use our system.
Each Player is given 3 to 6 to define their character.  Each skill has 3 levels of Experience:

- Beginner
- Advance
- Expert

You will receive additional points toward attaining a higher rank of skills after Questing and Role Playing in the #HarborHouse upon the Ops decision.

Below is the list of skills to choose from. When signing up, please include the name of the skill and points you have chosen to assign each category. For an example on how your character skills should look, check Here.

*Note: Magic users must have Magic Comprehension and Casting Comprehension above the Emancipated Level or be under a Master for apprenticeship.* It is also recommended that you keep in mind your characters manner or profession when picking out skills.

The following are examples of general skills.  Take note, you do not have to choose from the following selection, unless you are using magic then you must take note of the MEMO ABOVE.  This is only a guideline in order to help you realize what we are looking for in skills.  Remember the more general the skill the more general the outcome.  

For example, Robert has a skill of Long Sword, and John has the skill of Bladed Weapons, most if they both have the same level on each skill, meaning Advance on both, and were to use their skills in combat, Robert would have a greater success rate with a long sword than John using any bladed weapon.  This means John is specialized in general with all bladed weapons, But Robert is just a little more specialized in using the long sword than John using any other bladed weapons.


Awareness: This is the skill for noticing what is going on around you, from hearing a whisper, to smelling the acrid aroma of something burning.
It is also used combining hand to hand or any combat skill to build up your defenses.

Magic Comprehension:
This is not a skill to cast magic; rather, this is a skill to learn magic for future casting. For example; If a character has possession of a tome of light, and it requires a expert level of magic comprehension, it means it is a difficult book to study and learn. To understand this skill more, read the Magic pages.

Casting Comprehension:
Once one has gathered the tools and knowledge, one would need to be able to put them together to create the magical force.  This is where casting comprehension comes into play, without someone may know how to read magic, but just doesn't know how to cast.

A tricky, highly personal skill: instilling anxiety, awe, nervousness, trepidation, panic, despondency, etc. in others. Physical skills are sometimes combined with this. Includes ability to cast doubt, suspicions, qualms and hesitation away from the artist and onto others, especially ones that the Victim loves and trusts. Masters of Intimidation know they need not lift a hand to make one's blood run cold. A Sage Artist need not even be physically present after initial contact with the victim; the lasting impression already made, preying and weighing on the victim's mind, and now the mere thought of the Artist can scare the victim out of his senses. Aftereffects include but are not limited to: Nightmares, trembling and tremor, cold sweat; involuntary facial tics; skin colors pale as ash; fear of one's own shadow. If practiced upon an animal it may cause stampede.

Influence: This is the art of being able to sway others to your methods of thinking, acting, doing. This may be used either by charismatic words, "winning" people over to your ways of seeing things, or may be combined with Intimidation and other skills.

Craftsmanship: This skill involves the creation of original, and copied, works such as carpentry, metal working, artistry, etc. Anything that uses the hands and creative process to make items and works of art.

Survival: This ability to get out of a tough situation, to adapt to new surroundings and settings. This skill is highly useful for the hired mercenary or struggling resistance fighter. In degrees it can help the physically weak conquer the stronger, and vise versa.

Reflex & Instinct: This skill shows how one is able to handle ones body and movements. For example: When in the dark, you learn to compensate with your other senses since sight is now handicapped. Being able to attune yourself for movement, smell or the slightest pin drop is your reflex and instinct in any dangerous situation.

Charm & Charisma: Physical beauty does has its uses, and the ability to know how to use it is an acquired skill. From merely distracting the eye of a guard, or charming a snake can be greatly utilized. The difference between this skill and Influence, is Influence predominately uses word and persuasion, where Charm & Charisma is based solely on physical traits.

Comedy: The art of the Jester, a skill acquired through wit or physical acts to amuse an individual or group. Can be rewarding in a profession, or personal life, or useful in an adventure where humor is needed to boost the esteem of the party, (or even degrade it).

Education: If your character is of the scholarly persuasion, it is best to define their education. What fields they are have the most expertise, and their acquired experience. Education pertains to the knowledge acquired through schooling and profession, it is not the same as knowledge acquired through street know-how and experience.


Bladed Weapons: Any weapon with a bladed edge, usually swords, axes, rapiers, halberds, daggers, etc. They can be used in this skill to parry, block, as well as attacking. This skill is usually found being used by swordsmen or professions who deal with offensive fighting, or even rogues. (Front line, Barbarians, Mercenaries, etc)

Blunted Weapons: Any weapons without a bladed edge or a sharp point is considered a blunt weapon. Instead of cutting their targets these weapons deliver their damage through hard crushing blows. Examples of Blunted Weapons are staff, mace, club, hammer, etc. This skill can be used as well to attack and also parry or block. Mages or Wizards tend to practice this skill with their magic abilities as a reserve or defense mechanism for times when they set their magic aside.

Ranged Weapons: These weapons fall into examples like the crossbow, longbow, javelins, throwing daggers, etc. They require high dexterity. Even though most weapons can be used as a defense, these, on the contrary, are not due to the fact that they are used in range and as projectiles.

Stealth: While being commonly used by rogues or sniper stereotypes, this skill deals with hiding, lurking, hunting, etc. Mostly used by being hidden in the shadows. It is logically known that assassins practice this skill on all of their victims.

Hand to Hand: This usually deals with basic brawling developing into such mastery as martial arts of the characters wishes at Sage level. This is the skill that also includes mastery and defense as in dodging, blocking, and swiftly moving out of an attack.

Sleight of Hand: Commonly used by Thieves or Magicians. This skill involves a quick hand and high intelligence to produce trickery or just common theft such as pick pocketing.

Spiritualism: Often a skill developed by Clergy, Shamans and Druids. This involves how a person can interact with the spiritual world, including their Gods and Souls. A Shaman uses his spirituality to produce information and answers to complex answers, often in the form of animal guides. Clerics use it in the communion with their Gods to the people in masses, and Druids use it in natural healing and divining the future. Others may come into contact with this skill through psychics, gypsies, etc.

Intuition: A personal skill often combined with Reflex & Instinct skill, this most often becomes a natural warning of danger or insight into something for the person who works on developing it. Woman are most often said to have natural intuition, and sometimes focus on building it and attuning it to help others as well as themselves.

Constitution: Physical Health can be very important for ones profession and daily life. Physical well-being can be deliberately strengthened, whether by natural means or artificial. This skill, deals with how long one can withstand in a physically taxing situation. How far they learn to push their body, and how much pain they can take before giving in. After Intermediate level, this would begin to apply to mental constitution as well.

Adaptation: This skill is measured in how well the character learns to adapt their mind & body to new surroundings and situations. Much like Constitution, combined it has helped in the survival of species, professions, and lives.

Animalism: Animals is the acquired skill that is both natural, and studied in Rangers, Shamans, Farmers, etc. It is the understanding of the animal world; their behaviors, habits, instincts, and talents. Animalism, if controlled, can utilize these qualities for the person's gain, or help. Often those with animalism at a experienced level choose to take special pets, or familiars that heighten their playing experience.

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